////////////////////////////////////////// // Complementary Shaders by EminGT // // With Euphoria Patches by SpacEagle17 // ////////////////////////////////////////// //Common// #include "/lib/common.glsl" #include "/lib/shaderSettings/clouds.glsl" #include "/lib/shaderSettings/cloudsAndLighting.glsl" //////////Fragment Shader//////////Fragment Shader//////////Fragment Shader////////// #ifdef FRAGMENT_SHADER #if CLOUD_STYLE_DEFINE == 50 // We use CLOUD_STYLE_DEFINE instead of CLOUD_STYLE in this file because Optifine can't use generated defines for pipeline stuff in vec2 texCoord; flat in vec3 upVec, sunVec; in vec4 glColor; #endif //Pipeline Constants// //Common Variables// #if CLOUD_STYLE_DEFINE == 50 float SdotU = dot(sunVec, upVec); float sunFactor = SdotU < 0.0 ? clamp(SdotU + 0.375, 0.0, 0.75) / 0.75 : clamp(SdotU + 0.03125, 0.0, 0.0625) / 0.0625; float sunVisibility = clamp(SdotU + 0.0625, 0.0, 0.125) / 0.125; float sunVisibility2 = sunVisibility * sunVisibility; #endif //Common Functions// //Includes// #if CLOUD_STYLE_DEFINE == 50 #include "/lib/colors/skyColors.glsl" #include "/lib/util/spaceConversion.glsl" #if defined TAA && (defined BORDER_FOG || RAINBOW_CLOUD != 0 || defined AURORA_INFLUENCE) #include "/lib/antialiasing/jitter.glsl" #endif #ifdef ATM_COLOR_MULTS #include "/lib/colors/colorMultipliers.glsl" #endif #ifdef MOON_PHASE_INF_ATMOSPHERE #include "/lib/colors/moonPhaseInfluence.glsl" #endif #ifdef COLOR_CODED_PROGRAMS #include "/lib/misc/colorCodedPrograms.glsl" #endif #ifdef AURORA_INFLUENCE #include "/lib/atmospherics/auroraBorealis.glsl" #endif #endif //Program// void main() { #if CLOUD_STYLE_DEFINE != 50 discard; #else vec4 color = texture2D(tex, texCoord) * glColor; vec4 translucentMult = vec4(mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a), 1.0); #if defined BORDER_FOG || RAINBOW_CLOUD != 0 || defined AURORA_INFLUENCE vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z); #ifdef TAA vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z)); #else vec3 viewPos = ScreenToView(screenPos); #endif vec3 playerPos = ViewToPlayer(viewPos); float xzMaxDistance = max(abs(playerPos.x), abs(playerPos.z)); #if MC_VERSION < 12106 float cloudDistance = 375.0; #else float cloudDistance = 2000.0; #endif cloudDistance = clamp((cloudDistance - xzMaxDistance) / cloudDistance, 0.0, 1.0); color.a *= clamp01(cloudDistance * 3.0); #endif color.a *= CLOUD_TRANSPARENCY; #ifdef OVERWORLD vec3 cloudLight = mix(vec3(0.8, 1.6, 1.5) * sqrt1(nightFactor), mix(dayDownSkyColor, dayMiddleSkyColor, 0.1), sunFactor); #if RAINBOW_CLOUD != 0 vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz); wpos /= (abs(wpos.y) + length(wpos.xz)); cloudLight *= getRainbowColor(wpos.xz * rainbowCloudDistribution * 0.3, 0.05); #endif #ifdef AURORA_INFLUENCE color.rgb = getAuroraAmbientColor(color.rgb, viewPos, 0.096, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.7); #endif color.rgb *= sqrt(cloudLight) * (1.2 + 0.4 * noonFactor * invRainFactor); #if CLOUD_R != 100 || CLOUD_G != 100 || CLOUD_B != 100 color.rgb *= vec3(CLOUD_R, CLOUD_G, CLOUD_B) * 0.01; #endif #ifdef ATM_COLOR_MULTS color.rgb *= sqrt(GetAtmColorMult()); // C72380KD - Reduced atmColorMult impact on things #endif #ifdef MOON_PHASE_INF_ATMOSPHERE color.rgb *= moonPhaseInfluence; #endif #endif #ifdef COLOR_CODED_PROGRAMS ColorCodeProgram(color, -1); #endif /* DRAWBUFFERS:063 */ gl_FragData[0] = color; gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0); gl_FragData[2] = vec4(1.0 - translucentMult.rgb, translucentMult.a); #endif } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VERTEX_SHADER #if CLOUD_STYLE_DEFINE == 50 out vec2 texCoord; flat out vec3 upVec, sunVec; out vec4 glColor; #endif //Attributes// //Common Variables// //Common Functions// //Includes// #if CLOUD_STYLE_DEFINE == 50 #ifdef TAA #include "/lib/antialiasing/jitter.glsl" #endif #endif //Program// void main() { #if CLOUD_STYLE_DEFINE != 50 gl_Position = vec4(-1.0); #else texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; glColor = gl_Color; upVec = normalize(gbufferModelView[1].xyz); sunVec = GetSunVector(); vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; gl_Position = gl_ProjectionMatrix * gbufferModelView * position; #ifdef TAA gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif #endif } #endif